OMG OMG OMG OMG!!! A REAL DAMN TOOL!!! The possibilities are endless folks. I'm glad I put a team together, cuz there will be a lot to learn and master with this iteration of Forge. It is about damn time too. SOOO pumped!
Dat Scripting tease Doe From the briefest of glimmers that I saw from it, it definitely looks to have a completely different structure to how Scripting was handled in MCC. The only thing that sounds like it has any similarity is the concept of linking scripting behaviour to "channels". I'm going to assume that the video clip was misleading though, because the way that the switch was set up there implied that it was the switch that dictated the actions of the other objects (in this case "movement"), whereas in reality I'm picturing that the switch would simply activate a channel, and it's then up to the objects on the receiving end to dictate what happens to them when that channel is activated ... no? So, using the example from the video, I would expect that it's the cylinder itself that says "oh I move when the channel I'm listening to is activated", while all the switch would have done is activate that channel. So I'm thinking something like: Switch: - Condition: "On Interaction" (i.e, when the player presses 'x' on it) - Action: "Activate Alpha Channel" Cyclinder: - Condition: "On Alpha Channel Activated" - Action: "Movement: Offset" With the idea being that for each object's script (which it would appear that an object can have multiple of), there's a condition of when to do something, with a following action of what to do. If it doesn't work the way I'm describing (which I would be surprised if it didn't) then that could make it a bit of a pain to get a single switch to get different objects to do different things at the same time - like, say, if you want activating a switch to turn a light on, spawn in a bridge, open a gate, and move a barrier, all at the same time. In fact, if it works the way I think it does then there will indeed be a lot of super interesting things you can do, depending on just how many different types of "conditions" and "actions" there are for all the objects, and just how many scripts an individual object can have added to it. Anyhoo, I'm rambling! Super excited though!
Actually, in regards to the Scripting, there's still one thing I don't understand - I've seen it mentioned here in the forums, and also in Gamespot's article http://www.gamespot.com/articles/is-halo-5s-new-forge-mode-worth-your-time/1100-6433030/. How does Scripting allow for fan-made game modes like Griffball - I don't understand. The only way I can think that Scripting would be the thing allowing that is if, say, for instance the Game Type was Slayer, where you have to get so many points to win, and then there was some kind of Scripting "Action" that would allow you to gain points (with the GameType itself set not to give points for kills). If that's true, that there's a Scriping "Action" that allows you to gain points, then that really would open up some possibilities...
Don't worry @buddhacrane I'll be sure to demonstrate the possibilities of scripting for gametypes. I have more ideas than you can keep track of on my digital whiteboard.
Anyone else really pissed off about not having new gametypes in the update next week. They delayed forge for 1.5 months and what did they do, F**K all. They could have at least created some game types or created a full working file browser, but no... NO GAME-TYPES and a cheap FILE BROWSER system. So we will have only three game-types for another whole month. 343 clearly wants to destroy its arena matchmaking population because i'm defiantly not going to be playing the same three game-types for the next month.... RANT OVER.
Christ Almighty! When the December update this published, I'm going to be like a child who doesn't know his way. And here I just now learned how to "ghost merge" in Halo 3! I'm only kidding, of course, I still don't know how to "ghost merge." In everything sense of the phrase, my attitude toward the whole situation: bugger all.
With the gametypes they've given us and the scripting possibilities we have enough to work with and it will keep us pre-occupied enough until we get new gametypes in January. I am actually cool with them drip feeding us customization options as it gives us time to master what we have and explore before moving on to new content.
Would you mind sharing some details on your ideas for using scripting to manipulate the game scoring? To keep it simple I'll use this example. How would you give a player or team a point when they press a button? With the game modes available I don't see how this could be done. If stockpile was in the game yes it would be easy since capturing stockpile flags work differently than normal ctf. So what is your idea?
Grifball will be a standard variant when it's released. No need to script it, if that is even possible.
Being able to score points through scripting would be awesome, If thats not in already, thats my new top want for future update.
If scoring cannot be triggered with scripting the creative custom games are going to be very limited. Ok it's fun to create a maze to load up with your friends and mess around on...but what about a custom mini-game where the game actually keeps score based on what you are doing? If scoring is actually limited to the rules of slayer, ctf and strongholds creative games like that just won't happen. It's sad to think about.